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now let's see what I have so far: both demos apparently have dynamic skies, they look like modified T2 skies (been playing with those a lot lately). also, the engine loads pngs (mentioned in the documents, and I've checked the resources, it's true). I'm seeing a lot of familiar resources integrated in (SS2 rebirth, T2 water, EP, hires space from vurt, SHTUP). looking at the resources, there are no ddfix style overrides present, everything is apparently loaded directly. this is going to make ANY texture upgrade projects a child's play.

now, if you excuse me, I have work to do (6 pack of red bull already in the freezer).

I don't understand, the demo in the first post is Thief 1 with the fixes? I thought patch was only for T2? I put the files also in the Thief 1 folder and the training level has the old sky, unlike the screenshot in the quote. Can someone shed some light in this?

I don't understand, the demo in the first post is Thief 1 with the fixes? I thought patch was only for T2?

The patch is for Thief 1 and 2. There is an included archive (in the "doc" directory in the new_dark.zip archive) of instructions and an extra file for T1. I haven't tried it yet.

The demo is the Thief 1 demo with stuff added to take advantage of the new engine. If you apply the patch to T1 it doesn't bring in all of that new stuff; it just plays the original game. Someone could, of course, cook up some fancy upgrade kit to increase the awesomeness of T1. I'm sure that will come along soon enough, but it isn't part of this new engine.

The patch is for Thief 1 and 2. There is an included archive (in the "doc" directory in the new_dark.zip archive) of instructions and an extra file for T1. I haven't tried it yet.

The demo is the Thief 1 demo with stuff added to take advantage of the new engine. If you apply the patch to T1 it doesn't bring in all of that new stuff; it just plays the original game. Someone could, of course, cook up some fancy upgrade kit to increase the awesomeness of T1. I'm sure that will come along soon enough, but it isn't part of this new engine.

I see, thanks. Would be cool if someone made a fix for Thief 1 out of this.

... Actually, just to make it more redundant, yes it works. The issues the FM had were always due it's buttery complexity. The FM is packed. But w/ these updates, it's like my computer isn't even breaking a sweat. Just as it should be.

I don't know anything about VobSub, but it says here that it is a plugin to VirtualDub. I use VirtualDub all the time. Couldn't you use it with VobSub to generate the movie files with embedded subtitles?

Open cam_ext.cfg. Find the line ;vsync_mode 0. Uncomment it by removing the semicolon.

Is anyone else experiencing slow walking speeds in Thief Gold? I also can't get the interface fix to work, despite placing intrface.crf in the (assumably) correct directory.

I just put intrface.crf into a new sub-directory of my T1/G 1.19 directory called "Patch" The doc also explains how you can use any directory you want by setting a config param, but it seemed easiest to me to just use the default directory name and make a directory to match. Do you have Dark1 as a standalone command in cam_ext.cfg? It should look like this (with my personal comments):

Yeah, I've tried both methods with no success. Perhaps I'll just try merging the provided CRF with the original.

I wouldn't try to do that. I accidentally forgot about the crf the first time, and boy were the menus messed up! You need the new crf the way it is. You just need to make sure that it is findable, I'm sure. Yesterday I was messing around with the config files to see what was there, and managed to screw it up for a couple of hours. Eventually I noticed that I had renamed something and forgot to name it back. With all these config files needing attention to get this working, you just need to be extra careful. Hopefully someone will soon come out with a step by step checklist. Meanwhile, just keep looking for the obvious.

I'm not really sure what I'm doing wrong (unless there are some very important dromed files that are missing from this package), but I can't move around with WASD in dromed anymore like in dromed 1.18, and the F keyboard shortcuts don't work either.

Also, the OpenAL solution for EAX doesn't work properly for me. I've already got the latest sound drivers for my sound card as far as I know, and I've tried the old a3d/eax dll solution with no success. Sigh, guess I'll just have to live without it.

I'm not really sure what I'm doing wrong (unless there are some very important dromed files that are missing from this package), but I can't move around with WASD in dromed anymore like in dromed 1.18, and the F keyboard shortcuts don't work either.

Also, the OpenAL solution for EAX doesn't work properly for me. I've already got the latest sound drivers for my sound card as far as I know, and I've tried the old a3d/eax dll solution with no success. Sigh, guess I'll just have to live without it.

I have no idea what that could be unless your key bindings are messed up . . . Did you start with a brand new working 1.18 install? What is it . . . user.bnd? Is that right? I'd start by looking there.

the OpenAL solution for EAX doesn't work properly for me. I've already got the latest sound drivers for my sound card as far as I know, and I've tried the old a3d/eax dll solution with no success. Sigh, guess I'll just have to live without it.

Teensy question, but did you click Hardware Acceleration in the audio settings, more than once? I initially thought it wasn't working for me, until I noticed the third option of OpenAL popup. And that was that: 3D sound. Or rather, sound enhancement, but whatever...

It wasn't an official release by Eidos/EA, though, it was (IIRC) someone finding a CD containing a half-finished Dreamcast port of Thief 2 (with most of the code for SS2 still intact, since T2 uses a later version of the same engine) in a box of LGS memorabilia. So there was a lot of concern over Eidos/EA handing out cease-and-desist letters or lawsuits if anyone tried to actually do anything with it. I don't recall if they actually did or not in the end.

Cheers. I do remember that, for the sake of it. I sort of took away from that that it was somehow inadequate and the improvements weren't likely to be large or fast because of it. No idea why that was, it's a friggin SDK after all. Probably better I'm out of the loop really.

This is new in my experience: The fog in Life of the Party looked the best I'd ever seen it on either of my laptops, except it broke into zones based on the terrain brushes, just beyond the Belltower, and is absent from the rest of the mission, except right beneath the skybox.